Q:
Action Bird has an original game concept. How did you come up with this
interesting idea?
A: Well the idea originally started as a rat reaching a sphere at the end of
a level and evolved into our current concept. We wanted to create a game involving
all types of game genres thus touching the hearts of all the gamers out there:
the one who likes racing games, the one who likes action games, the one who
likes role playing games, the one who likes puzzle games, and the one who
likes platform games.
We have included many types of gameplay modes in the game: levels for jumping, running, and fighting, levels for riding a motorcycle, levels for controlling a "Wonder Sphere", levels for solving easy-hard puzzles. Hopefully all the different types of gameplay modes will be enough to interest all gamers and never bore the player out of the game. It has always been important for us to make something unique that was never seen before, and there you have it, a duck named Jet fighting off other birds trying to become the action bird! ;)
Q: How many types of games are included in A.B.? Can you enumerate them for
us?
A: There are currently 4 main types of gameplay:
1) Jump and Run - Player gets full controls of Jet. Jet can walk, run, jump,
climb, monkey swing and fight! You control Jet and you must go through
the bird kingdom world jumping over obstacles, avoiding traps, climbing your
way to higher places, and best of all fight vicious birds!
2) Wonder Sphere - A magic marble that Jet gets control of. You must roll your
way through difficult levels. Might sound simple but this mode needs
a lot of coordination and is very hard to get a hang of, but once
you
do, it is one of the most fun features in the game! The sphere uses the engine's
physics engine.
3) Puzzles - You're up in the sky, you must find the right key, open the right
gate, and get to the end without falling down or getting trapped! There is
also a puzzle editor included for the gamers who want to create their own unique
puzzle and play it.
4) Motorcycles - Learn how to ride a motorcycle and ride your way through difficult
obstacles. The motorcycle physics are fully scripted but are objected to removal.
Q: How many men are working at this project? Can you give us their names?
A: As of now, we have about 20 people on the team. Many of these are only working
on the game in their free time thus not having a lot of time to work, but they
get it done eventually. Here is a list of every team member, what he has done
and what he is currently working on:
Guy Tennenholtz - Main Developer, knows as ROMAC on the 3dgs forums. Manages
the Romac Studios team, programs and level designs.
Luke Trares - Programmer. Has worked with us on his free time for 2 months
and managed to finish all physics coding for both Wonder Sphere and Motorcycles.
Mark Swann - Programmer. Has worked with us from the very beginning. Programmed
Jet's movements and is now finishing the coding for his movements.
Tom Charles Williams - Programming Assistance. Also known as DarkWhoppy2003
on the 3dgs forums. Just joined the team helping with minor programming issues.
Kalin Krastev - Modeler, Skinner. Also known as Winter on the 3dgs forums.
Has worked with us from the very beginning. Made the main character and is
currently working on the main enemy.
Gustavo Fiorenza - Modeler, Skinner. Created characters for the game, currently
creating character models for enemies.
Pablo Aizpiri - Vehicle Modeler. Worked with us from the very beginning. Made
all vehicle models for the game.
Andrew Bateman - Level Designer. Also known as Bateman on the 3dgs forums.
Worked with us from the very beginning. Creates the Wonder Sphere levels.
Kristopher Stansfield - Level Designer. Also known as BloodRed on the 3dgs
forums. Building the Jump and Run levels for the game.
Peter Woods - Animator. Joined us recently, animates the characters in the
game.
Steve Melcher - Graphics Designer. Also knows as Xixao3d on the 3dgs forums.
Creates much of the graphic art for the game and company.
Marko Nikolic - Texture Arist. Joined just recently. Creates great 2d textures
for the levels.
Paul Ryan Tanner - Texture Aritst. Also known as Light_Mystic on the 3dgs forums.
Creates 2d textures for the levels.
Guilhem Hachet - Vegetation Designer. Creates amazing 3d vegetation models
for the levels.
Dennis Van Den Broek - Concept Artist. Creates 2d concepts of characters for
the modelers.
Gregory Eric Palacios - SFX Designer. Creates professional sounds and effects
for the game.
Jeffrey Coburn - Voice Actor. Acts out Jet, the main player, with a British
accent. He has worked with Disney on famous movies voice acting other characters.
Kevin Lindamood - Voice Actor. Acts out villians in the game.
Andrew Jahn - Voice Actor. Acts out villians in the game.
Shane Filiatrault - Voice Actor. The naraator in the game.
Q: How many levels did you plan for this game? How much time will you need
to create them all?
A: The number of levels planned has changed a lot through time, but as of now
we can give a true estimate of the number of levels that will be produced for
the full version: Jump and Run: 10-15 levels, Wonder Sphere: 10-15 levels,
Puzzles: 20-30 levels, Motorcycles: Unsure. Since 90% of the programming is
already finished, the main thing for us to do is to finish the levels.
Q:
Your game includes “The Trial of Dignity”. I understand
that the real Action Bird must have a lot of dignity, but how will
it prove it?
A: Jet and the player will prove their dignity by finishing off the main enemy
in the game - the two headed monster. Also a special twist will be revealed
in the story of the game that we may not discover.
Q: Please describe for us an interesting feature in your game and explain how
you coded it.
A: The most well written and complicated feature / code in the game would be
the Wonder Sphere, which users 1 physics object from the 3dgs physics
engine. The sphere responds to the player's movements by rolling in the directing
requested.
The sphere may also jump and climb walls. All is good until it
comes to controlling the sphere, that part becomes tricky, and is the best
part in the script, which
challenges the player by making him calculate his falls and coordinate
his movements. The Wonder Sphere moves like live marble and acts just like
one,
adding a lot of challenge to the player.
Q: Could
you name the best freeware program that your team used for A.B.’s
development?
A: Well 3DGS is practically free for what it does. But other
than that one of the most useful freeware tools we've used was
LithUnwrap, used for UV mapping.
I've looked through their site recently and it seems they no
longer give it out for free, but a great demo version can be
downloaded. Another great freeware
tool used in Action Bird would be Wings3D - found at this URL:
http://www.wings3d.com/
Q: Did
you find a publisher for your game?
A: Yes, we have found 2 big publishers actually. The word of
the publishers is classified to public for the time being and
will be announced shortly with
the demo's release.
Q: Please
give us a few tips for beginners.
A: "Your first ten games will be bad!" is claimed by a standard
book about game design. My tip is to keep the idea and concept
of all those first games the same (adding to it, changing it). Your first
idea
will
be the best
of all, and
by your 10th
game when your game starts to look "good" your
concept will come to life just as you wanted it to from the
beginning.
Thank
you a lot, Guy.